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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( ( $DETAIL1 == 0 ) && ( $DETAIL2 != 0 ) )
// ( ( $DETAIL1 == 0 ) && ( $DETAIL1BLENDMODE != 0 ) )
// ( ( $DETAIL2 == 0 ) && ( $DETAIL2BLENDMODE != 0 ) )
// ( $TANGENTTOPACITY && $TANGENTSOPACITY )
// ( $FRESNELOPACITY ) && ( $TANGENTTOPACITY || $TANGENTSOPACITY )
// ( $FLOWMAP && ( $DETAIL1 || $DETAIL2 ) )
// ( $FLOW_CHEAP && !$FLOWMAP )
// ( ( $FLOWMAP == 0 ) && ( $VORTEX1 || $VORTEX2 || $POWERUP ) )
// ( ( $ACTIVE == 0 ) && ( $VORTEX1 || $VORTEX2 || $POWERUP ) )
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h" class solidenergy_ps20b_Static_Index { private: int m_nADDITIVE; #ifdef _DEBUG bool m_bADDITIVE; #endif public: void SetADDITIVE( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDITIVE = i; #ifdef _DEBUG m_bADDITIVE = true; #endif } void SetADDITIVE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nADDITIVE = i ? 1 : 0; #ifdef _DEBUG m_bADDITIVE = true; #endif } private: int m_nDETAIL1; #ifdef _DEBUG bool m_bDETAIL1; #endif public: void SetDETAIL1( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL1 = i; #ifdef _DEBUG m_bDETAIL1 = true; #endif } void SetDETAIL1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL1 = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL1 = true; #endif } private: int m_nDETAIL1BLENDMODE; #ifdef _DEBUG bool m_bDETAIL1BLENDMODE; #endif public: void SetDETAIL1BLENDMODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL1BLENDMODE = i; #ifdef _DEBUG m_bDETAIL1BLENDMODE = true; #endif } void SetDETAIL1BLENDMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL1BLENDMODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL1BLENDMODE = true; #endif } private: int m_nDETAIL2; #ifdef _DEBUG bool m_bDETAIL2; #endif public: void SetDETAIL2( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL2 = i; #ifdef _DEBUG m_bDETAIL2 = true; #endif } void SetDETAIL2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL2 = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL2 = true; #endif } private: int m_nDETAIL2BLENDMODE; #ifdef _DEBUG bool m_bDETAIL2BLENDMODE; #endif public: void SetDETAIL2BLENDMODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL2BLENDMODE = i; #ifdef _DEBUG m_bDETAIL2BLENDMODE = true; #endif } void SetDETAIL2BLENDMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDETAIL2BLENDMODE = i ? 1 : 0; #ifdef _DEBUG m_bDETAIL2BLENDMODE = true; #endif } private: int m_nTANGENTTOPACITY; #ifdef _DEBUG bool m_bTANGENTTOPACITY; #endif public: void SetTANGENTTOPACITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTTOPACITY = i; #ifdef _DEBUG m_bTANGENTTOPACITY = true; #endif } void SetTANGENTTOPACITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTANGENTTOPACITY = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTTOPACITY = true; #endif } private: int m_nTANGENTSOPACITY; #ifdef _DEBUG bool m_bTANGENTSOPACITY; #endif public: void SetTANGENTSOPACITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nTANGENTSOPACITY = i; #ifdef _DEBUG m_bTANGENTSOPACITY = true; #endif } void SetTANGENTSOPACITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nTANGENTSOPACITY = i ? 1 : 0; #ifdef _DEBUG m_bTANGENTSOPACITY = true; #endif } private: int m_nFRESNELOPACITY; #ifdef _DEBUG bool m_bFRESNELOPACITY; #endif public: void SetFRESNELOPACITY( int i ) { Assert( i >= 0 && i <= 1 ); m_nFRESNELOPACITY = i; #ifdef _DEBUG m_bFRESNELOPACITY = true; #endif } void SetFRESNELOPACITY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFRESNELOPACITY = i ? 1 : 0; #ifdef _DEBUG m_bFRESNELOPACITY = true; #endif } private: int m_nDEPTHBLEND; #ifdef _DEBUG bool m_bDEPTHBLEND; #endif public: void SetDEPTHBLEND( int i ) { Assert( i >= 0 && i <= 0 ); m_nDEPTHBLEND = i; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } void SetDEPTHBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nDEPTHBLEND = i ? 1 : 0; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } private: int m_nVERTEXCOLOR; #ifdef _DEBUG bool m_bVERTEXCOLOR; #endif public: void SetVERTEXCOLOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nVERTEXCOLOR = i; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } void SetVERTEXCOLOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVERTEXCOLOR = i ? 1 : 0; #ifdef _DEBUG m_bVERTEXCOLOR = true; #endif } private: int m_nFLOWMAP; #ifdef _DEBUG bool m_bFLOWMAP; #endif public: void SetFLOWMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLOWMAP = i; #ifdef _DEBUG m_bFLOWMAP = true; #endif } void SetFLOWMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLOWMAP = i ? 1 : 0; #ifdef _DEBUG m_bFLOWMAP = true; #endif } private: int m_nFLOW_CHEAP; #ifdef _DEBUG bool m_bFLOW_CHEAP; #endif public: void SetFLOW_CHEAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLOW_CHEAP = i; #ifdef _DEBUG m_bFLOW_CHEAP = true; #endif } void SetFLOW_CHEAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLOW_CHEAP = i ? 1 : 0; #ifdef _DEBUG m_bFLOW_CHEAP = true; #endif } public: // CONSTRUCTOR
solidenergy_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bADDITIVE = false; #endif // _DEBUG
m_nADDITIVE = 0; #ifdef _DEBUG m_bDETAIL1 = false; #endif // _DEBUG
m_nDETAIL1 = 0; #ifdef _DEBUG m_bDETAIL1BLENDMODE = false; #endif // _DEBUG
m_nDETAIL1BLENDMODE = 0; #ifdef _DEBUG m_bDETAIL2 = false; #endif // _DEBUG
m_nDETAIL2 = 0; #ifdef _DEBUG m_bDETAIL2BLENDMODE = false; #endif // _DEBUG
m_nDETAIL2BLENDMODE = 0; #ifdef _DEBUG m_bTANGENTTOPACITY = false; #endif // _DEBUG
m_nTANGENTTOPACITY = 0; #ifdef _DEBUG m_bTANGENTSOPACITY = false; #endif // _DEBUG
m_nTANGENTSOPACITY = 0; #ifdef _DEBUG m_bFRESNELOPACITY = false; #endif // _DEBUG
m_nFRESNELOPACITY = 0; #ifdef _DEBUG m_bDEPTHBLEND = false; #endif // _DEBUG
m_nDEPTHBLEND = 0; #ifdef _DEBUG m_bVERTEXCOLOR = false; #endif // _DEBUG
m_nVERTEXCOLOR = 0; #ifdef _DEBUG m_bFLOWMAP = false; #endif // _DEBUG
m_nFLOWMAP = 0; #ifdef _DEBUG m_bFLOW_CHEAP = false; #endif // _DEBUG
m_nFLOW_CHEAP = 0; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllStaticVarsDefined = m_bADDITIVE && m_bDETAIL1 && m_bDETAIL1BLENDMODE && m_bDETAIL2 && m_bDETAIL2BLENDMODE && m_bTANGENTTOPACITY && m_bTANGENTSOPACITY && m_bFRESNELOPACITY && m_bDEPTHBLEND && m_bVERTEXCOLOR && m_bFLOWMAP && m_bFLOW_CHEAP; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 32 * m_nADDITIVE ) + ( 64 * m_nDETAIL1 ) + ( 128 * m_nDETAIL1BLENDMODE ) + ( 256 * m_nDETAIL2 ) + ( 512 * m_nDETAIL2BLENDMODE ) + ( 1024 * m_nTANGENTTOPACITY ) + ( 2048 * m_nTANGENTSOPACITY ) + ( 4096 * m_nFRESNELOPACITY ) + ( 8192 * m_nDEPTHBLEND ) + ( 8192 * m_nVERTEXCOLOR ) + ( 16384 * m_nFLOWMAP ) + ( 32768 * m_nFLOW_CHEAP ) + 0; } }; #define shaderStaticTest_solidenergy_ps20b psh_forgot_to_set_static_ADDITIVE + psh_forgot_to_set_static_DETAIL1 + psh_forgot_to_set_static_DETAIL1BLENDMODE + psh_forgot_to_set_static_DETAIL2 + psh_forgot_to_set_static_DETAIL2BLENDMODE + psh_forgot_to_set_static_TANGENTTOPACITY + psh_forgot_to_set_static_TANGENTSOPACITY + psh_forgot_to_set_static_FRESNELOPACITY + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_FLOW_CHEAP + 0 class solidenergy_ps20b_Dynamic_Index { private: int m_nACTIVE; #ifdef _DEBUG bool m_bACTIVE; #endif public: void SetACTIVE( int i ) { Assert( i >= 0 && i <= 1 ); m_nACTIVE = i; #ifdef _DEBUG m_bACTIVE = true; #endif } void SetACTIVE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nACTIVE = i ? 1 : 0; #ifdef _DEBUG m_bACTIVE = true; #endif } private: int m_nPOWERUP; #ifdef _DEBUG bool m_bPOWERUP; #endif public: void SetPOWERUP( int i ) { Assert( i >= 0 && i <= 1 ); m_nPOWERUP = i; #ifdef _DEBUG m_bPOWERUP = true; #endif } void SetPOWERUP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPOWERUP = i ? 1 : 0; #ifdef _DEBUG m_bPOWERUP = true; #endif } private: int m_nVORTEX1; #ifdef _DEBUG bool m_bVORTEX1; #endif public: void SetVORTEX1( int i ) { Assert( i >= 0 && i <= 1 ); m_nVORTEX1 = i; #ifdef _DEBUG m_bVORTEX1 = true; #endif } void SetVORTEX1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVORTEX1 = i ? 1 : 0; #ifdef _DEBUG m_bVORTEX1 = true; #endif } private: int m_nVORTEX2; #ifdef _DEBUG bool m_bVORTEX2; #endif public: void SetVORTEX2( int i ) { Assert( i >= 0 && i <= 1 ); m_nVORTEX2 = i; #ifdef _DEBUG m_bVORTEX2 = true; #endif } void SetVORTEX2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVORTEX2 = i ? 1 : 0; #ifdef _DEBUG m_bVORTEX2 = true; #endif } private: int m_nPIXELFOGTYPE; #ifdef _DEBUG bool m_bPIXELFOGTYPE; #endif public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } void SetPIXELFOGTYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif } public: // CONSTRUCTOR
solidenergy_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bACTIVE = false; #endif // _DEBUG
m_nACTIVE = 0; #ifdef _DEBUG m_bPOWERUP = false; #endif // _DEBUG
m_nPOWERUP = 0; #ifdef _DEBUG m_bVORTEX1 = false; #endif // _DEBUG
m_nVORTEX1 = 0; #ifdef _DEBUG m_bVORTEX2 = false; #endif // _DEBUG
m_nVORTEX2 = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; } int GetIndex() { // Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG bool bAllDynamicVarsDefined = m_bACTIVE && m_bPOWERUP && m_bVORTEX1 && m_bVORTEX2 && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nACTIVE ) + ( 2 * m_nPOWERUP ) + ( 4 * m_nVORTEX1 ) + ( 8 * m_nVORTEX2 ) + ( 16 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_solidenergy_ps20b psh_forgot_to_set_dynamic_ACTIVE + psh_forgot_to_set_dynamic_POWERUP + psh_forgot_to_set_dynamic_VORTEX1 + psh_forgot_to_set_dynamic_VORTEX2 + 0
static const ShaderComboInformation_t s_DynamicComboArray_solidenergy_ps20b[5] = { { "ACTIVE", 0, 1 }, { "POWERUP", 0, 1 }, { "VORTEX1", 0, 1 }, { "VORTEX2", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_solidenergy_ps20b[12] = { { "ADDITIVE", 0, 1 }, { "DETAIL1", 0, 1 }, { "DETAIL1BLENDMODE", 0, 1 }, { "DETAIL2", 0, 1 }, { "DETAIL2BLENDMODE", 0, 1 }, { "TANGENTTOPACITY", 0, 1 }, { "TANGENTSOPACITY", 0, 1 }, { "FRESNELOPACITY", 0, 1 }, { "DEPTHBLEND", 0, 0 }, { "VERTEXCOLOR", 0, 1 }, { "FLOWMAP", 0, 1 }, { "FLOW_CHEAP", 0, 1 }, }; static const ShaderComboSemantics_t solidenergy_ps20b_combos = { "solidenergy_ps20b", s_DynamicComboArray_solidenergy_ps20b, 5, s_StaticComboArray_solidenergy_ps20b, 12 };
class ConstructMe_solidenergy_ps20b { public: ConstructMe_solidenergy_ps20b() { GetShaderDLL()->AddShaderComboInformation( &solidenergy_ps20b_combos ); } };
static ConstructMe_solidenergy_ps20b s_ConstructMe_solidenergy_ps20b;
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